using System; namespace UnityEngine.Rendering { /// /// Common global resources for mip pyramid generator (color, depth). /// [Serializable] [SupportedOnRenderPipeline] [Categorization.CategoryInfo(Name = "R: Mip Generator Resources", Order = 1000), HideInInspector] internal sealed class MipGenRenderPipelineRuntimeResources : IRenderPipelineResources { /// /// Version of the SSR Resources /// public int version => 0; bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true; [SerializeField, ResourcePath("Runtime/MipGen/Shaders/ColorPyramidPS.shader")] private Shader m_ColorPyramidPS; public Shader colorPyramidPS { get => m_ColorPyramidPS; set => this.SetValueAndNotify(ref m_ColorPyramidPS, value); } [SerializeField, ResourcePath("Runtime/MipGen/Shaders/ColorPyramid.compute")] public ComputeShader m_ColorPyramidCS; public ComputeShader colorPyramidCS { get => m_ColorPyramidCS; set => this.SetValueAndNotify(ref m_ColorPyramidCS, value); } [SerializeField, ResourcePath("Runtime/MipGen/Shaders/DepthPyramid.compute")] private ComputeShader m_DepthPyramidCS; public ComputeShader depthPyramidCS { get => m_DepthPyramidCS; set => this.SetValueAndNotify(ref m_DepthPyramidCS, value); } } }